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2017/08/18 17:19:15
Subject: [2500] - Tyranids - Swarmlord and Hierodule
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Tough Tyrant Guard
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Spearhead and Batallion Detachement Swarmlord - 300pts (Warlord +1 Attack) The Horror and Catalyst as spell Malanthrope - 90pts Malanthrope - 90pts 3x Tyrant guard - 111pts – Rending claws - Scytal 3x Hive Guard - 144pts - Impaler Cannons 17x Genestealers - 204pts 30x Termagaunts - 200pts - 20 Devourers 3x Tyranid Warriors - 72pts - 1x Venom Cannon - AG 1x Exocrine - 228pts 1x Exocrine - 228pts 1x Trygon - 179pts - Biostatic Rattle - AG - (Tunnel for Genestealers) 1x Trygon Prime - 214pts - Biostatic Rattle - AG - (Tunnel for Devilgaunts) 1x Barbed Hierodule - 440pts 2500 pts Total - 11 Deployments - 7 CP Going for all the fun stuff, got a lot of the good shooters (2 Exocrines, some Tyrant guard, Devilgaunts and the Hierodule), Ive got the Genestealers/Trygon/Swarmlord slingshot, Trygons are a good distractions who might actually do some good damage since the opponent will probably see them as low priority in relation to Exocrines crazy shooting and Hierodule + Swarmy running up fast. One malanthrope stays back to give the backfield shooty base the shrouding and the other one moves forward with the offensive wing. Swarmlord gives the Hierodule Catalyst and reduces BS of one unit per turn with The Horror for further -1 to hit for the opponent to stack on top of Malanthrope's shrouding 5 Monstrous creatures and one Titanic totaling 91 wounds to deal with (46 of which are T8) 50ish infantry to give me some chance at objective grabbing and they are good at killing infantry too.
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This message was edited 7 times. Last update was at 2017/08/19 03:28:51
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2017/08/18 18:07:43
Subject: Re:[2500] - Tyranids - Swarmlord and Hierodule
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Long-Range Land Speeder Pilot
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barbed hierodule has massive scything talons as well so he works out to 440 pts
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2017/08/18 19:43:58
Subject: [2500] - Tyranids - Swarmlord and Hierodule
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Tough Tyrant Guard
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Oh wow, didn't notice that. thanks for mentioning that. Damn This makes a big difference on how good the Hierodule is. brings him out of the very cheap for a super heavy to kindof cheap for a super heavy. I was trying to like him... I don't think he's worth 440pts TBH ...crap well, it is what it is. I updated the list by removing a Hive Guard and a Genestealer
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This message was edited 1 time. Last update was at 2017/08/18 20:35:59
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2017/08/18 21:00:41
Subject: Re:[2500] - Tyranids - Swarmlord and Hierodule
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Hungry Little Ripper
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I still think the hierodule isn't bad.
It's very mobile at 12" move, auto 18" advance. Always gets to fire 12 shots regardless of movement. Str 8 on the bio cannons vs str 7 on the exocrine bio-plasmic.
It can soak a lot of damage and if they don't kill it, it's wound profile doesn't gimp it too hard in hand to hand so it can still be a big threat to take out hard targets in the fight phase. Even at 1 wound left, it's fighting with WS 3+, 3 attacks at str 10, -3 ap and D6 wounds.
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2017/08/18 21:53:31
Subject: [2500] - Tyranids - Swarmlord and Hierodule
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Tough Tyrant Guard
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giving it a special advancing rule is silly since it loses the possibility of shooting to do that and you always want to fire every turn with him. He is the price of 2 exocrines which shoot a lot better, true they don't fight in CC nearly as well and aren't nearly as maneuverable but... I wasn't considering him that much when I though he was 380pts, now that I realize that hes 440pts it makes it a lot harder to consider him, I used to love that fact that he was a super cheap super heavy but at 440pts he doesn't seem too good if we compare him to other superheavies out there. like a Lord of skull can be 534pts and for that 106pts you get 6 extra wound, a 5++, BS and WS do not degrade, much stronger in CC (especially when he takes damage) similar shooting power, heals a wound per turn etc. Anyways... he isn't unusable at 440pts just considerably less attractive I feel.
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This message was edited 1 time. Last update was at 2017/08/18 21:54:03
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2017/08/18 22:42:29
Subject: [2500] - Tyranids - Swarmlord and Hierodule
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Hungry Little Ripper
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fartherthanfar wrote:giving it a special advancing rule is silly since it loses the possibility of shooting to do that and you always want to fire every turn with him.
It's not super but if you need to reposition your heavy weapons for whatever reason it's far more capable of doing so. Compare it to the exocrine again, which gets max 12 if you're lucky or 7 if you're not.
Lord of skulls at the new reduced price is insane. I think every army can be jealous of that.
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